r.RayTracing.Geometry.SkeletalMeshes.LODBias

r.RayTracing.Geometry.SkeletalMeshes.LODBias

#Overview

name: r.RayTracing.Geometry.SkeletalMeshes.LODBias

This variable is created as a Console Variable (cvar).

It is referenced in 2 C++ source files.

#Summary

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/SkeletalMesh.cpp:126

Scope: file

Source code excerpt:


static TAutoConsoleVariable<int32> CVarRayTracingSkeletalMeshLODBias(
	TEXT("r.RayTracing.Geometry.SkeletalMeshes.LODBias"),
	0,
	TEXT("Global LOD bias for skeletal meshes in ray tracing.\n")
	TEXT("When non-zero, a different LOD level other than the predicted LOD level will be used for ray tracing. Advanced features like morph targets and cloth simulation may not work properly.\n")
	TEXT("Final LOD level to use in ray tracing is the sum of this global bias and the bias set on each skeletal mesh asset."),
	ECVF_RenderThreadSafe);

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/SkeletalRenderGPUSkin.cpp:75

Scope (from outer to inner):

file
function     static int32 GetRayTracingSkeletalMeshGlobalLODBias

Source code excerpt:

{
	static const TConsoleVariableData<int32>* const RayTracingSkeletalMeshLODBiasVar =
		IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.RayTracing.Geometry.SkeletalMeshes.LODBias"));

	return !RayTracingSkeletalMeshLODBiasVar ? 0 :
		FMath::Max(0, RayTracingSkeletalMeshLODBiasVar->GetValueOnAnyThread());  // Only allows positive bias to narrow cloth mapping requirements
}

/*-----------------------------------------------------------------------------